| pad300 |
All right, this is a set of questions that have come up with regards to the creation and in-game use of magic items.
1) Can an alchemist learn item creation feats beyond Brew Potion? For example, could he learn Craft Wand (required caster level 5)?
2) Can you put an alchemical extract, that is an alchemist only spell, into a non-potion item? For example, could you create a wand of Amplify Elixir?
3) Can you use UMD to recharge a staff? For example, Sam the Sorceror (lvl 12, UMD +22) is trapped in a pit with a Staff of Life (4 charges), and the dead body of his companion, Cally the Cleric. (If Cally was alive, she could get them out of the pit with a plane shift spell). Can Sam use UMD to fake Heal being on his spells known, and then charge the staff with one of his 6th level spell slots? (Which would give the staff 5 charges, enough to use raise dead on Cally...)
4) Is there a method of recharging wands (other than the ruins of Kho, Lost Cities of Golarion)?
5) What is the definition of a magic item with charges for the purposes of Arcane Apotheosis (the capstone for the arcane bloodline sorceror)? Does this ability extend to one shot items (eg. Javelins of Lightning, Incense of meditation), items of limited usage (eg. Helm of Brilliance, Ring of Delayed Doom), even to potions/scrolls?
Starglim
|
3) No, because recharging a staff is not activating a magic item, so the skill doesn't apply.
I'm not sure whether having a specific spell on your class list, casting spells as a cleric (divine, and from a particular list) or having a particular domain are class features that you can emulate, for the purpose of activating a magic item. It seems likely that you can do at least the second two, seeing that the skill works with wands.
4) Sure, with the same costs and requirements as creating a new wand, unless this would leave the wand with more than 50 charges. In that case, you are combining two magical functions in one device, you need GM approval for a non-standard magic item and each charge over 50 costs 150% of the normal amount.
5) Single-use magic items, or single-use components of items, become non-magical and often are destroyed when discharged. Nothing is left to recharge.
| pad300 |
3) No, because recharging a staff is not activating a magic item, so the skill doesn't apply.
I'm not sure whether having a specific spell on your class list, casting spells as a cleric (divine, and from a particular list) or having a particular domain are class features that you can emulate, for the purpose of activating a magic item. It seems likely that you can do at least the second two, seeing that the skill works with wands.
4) Sure, with the same costs and requirements as creating a new wand, unless this would leave the wand with more than 50 charges. In that case, you are combining two magical functions in one device, you need GM approval for a non-standard magic item and each charge over 50 costs 150% of the normal amount.
5) Single-use magic items, or single-use components of items, become non-magical and often are destroyed when discharged. Nothing is left to recharge.
First, thank you for the replies... However,I think you have misunderstood what I intended with question 5.
Whenever you use magic items that require charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges.
It's not recharging that I am concerned with. Rather, say I have Feather Token (Swan Boat), can I use the token, expend a 3ed level spell slot in place of the "one charge" of the item, and keep my token?
Starglim
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First, thank you for the replies... However,I think you have misunderstood what I intended with question 5.
Arcane Apotheosis wrote:Whenever you use magic items that require charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges.It's not recharging that I am concerned with. Rather, say I have Feather Token (Swan Boat), can I use the token, expend a 3ed level spell slot in place of the "one charge" of the item, and keep my token?
Thanks, it helps to see the full text of the ability, but I'd still respond the same. It's not a magic item that requires charges. It doesn't qualify.
Magicdealer
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Well, look for the actual term "charge" in the magic item description. For a feather token, charge isn't mentioned in the entry at all, so no recharging.
And even if you could recharge it, the entry is specific that each token is usable once only.
Basically, if you want to charge an item, it has to specifically mention that it works off charges.
| Jeff1964 |
All right, this is a set of questions that have come up with regards to the creation and in-game use of magic items.
1) Can an alchemist learn item creation feats beyond Brew Potion? For example, could he learn Craft Wand (required caster level 5)?
Yes, since he is a spellcaster with a caster level.
2) Can you put an alchemical extract, that is an alchemist only spell, into a non-potion item? For example, could you create a wand of Amplify Elixir?
Yes, as long as it fulfills any other requirements or restrictions (4th level or less spell for wands, for example)
3) Can you use UMD to recharge a staff? For example, Sam the Sorceror (lvl 12, UMD +22) is trapped in a pit with a Staff of Life (4 charges), and the dead body of his companion, Cally the Cleric. (If Cally was alive, she could get them out of the pit with a plane shift spell). Can Sam use UMD to fake Heal being on his spells known, and then charge the staff with one of his 6th level spell slots? (Which would give the staff 5 charges, enough to use raise dead on Cally...)
4) Is there a method of recharging wands (other than the ruins of Kho, Lost Cities of Golarion)?
5) What is the definition of a magic item with charges for the purposes of Arcane Apotheosis (the capstone for the arcane bloodline sorceror)? Does this ability extend to one shot items (eg. Javelins of Lightning, Incense of meditation), items of limited usage (eg. Helm of Brilliance, Ring of Delayed Doom), even to potions/scrolls?
3, 4, and 5, I'm not sure about.
Howie23
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pad300 wrote:All right, this is a set of questions that have come up with regards to the creation and in-game use of magic items.
1) Can an alchemist learn item creation feats beyond Brew Potion? For example, could he learn Craft Wand (required caster level 5)?
Yes, since he is a spellcaster with a caster level.
This is the issue that is the heart of the question. An alchemist is not a spellcaster and he doesn't have a caster level. Instead of spells, he gets the class ability alchemy, which emulates spell effects. Instead of a caster level, he uses his class level as a caster level for effects that depend on CL. Without a CL, he doesn't qualify for other creation feats than brew potion.
| Serisan |
Jeff1964 wrote:This is the issue that is the heart of the question. An alchemist is not a spellcaster and he doesn't have a caster level. Instead of spells, he gets the class ability alchemy, which emulates spell effects. Instead of a caster level, he uses his class level as a caster level for effects that depend on CL. Without a CL, he doesn't qualify for other creation feats than brew potion.pad300 wrote:All right, this is a set of questions that have come up with regards to the creation and in-game use of magic items.
1) Can an alchemist learn item creation feats beyond Brew Potion? For example, could he learn Craft Wand (required caster level 5)?
Yes, since he is a spellcaster with a caster level.
+1
Totally with Howie on this.
| The Admiral Jose Monkamuck |
Jeff1964 wrote:This is the issue that is the heart of the question. An alchemist is not a spellcaster and he doesn't have a caster level. Instead of spells, he gets the class ability alchemy, which emulates spell effects. Instead of a caster level, he uses his class level as a caster level for effects that depend on CL. Without a CL, he doesn't qualify for other creation feats than brew potion.pad300 wrote:All right, this is a set of questions that have come up with regards to the creation and in-game use of magic items.
1) Can an alchemist learn item creation feats beyond Brew Potion? For example, could he learn Craft Wand (required caster level 5)?
Yes, since he is a spellcaster with a caster level.
I disagree. The second sentence of the description of alchemy in the SRD is "In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract." That looks like it specifically says spells to me. It's just that he has a different way of preparing and casting them.
| Dragonchess Player |
All right, this is a set of questions that have come up with regards to the creation and in-game use of magic items.
1) Can an alchemist learn item creation feats beyond Brew Potion? For example, could he learn Craft Wand (required caster level 5)?
Yes, but only through the Master Craftsman feat. APG, pg. 27: "Although the alchemist doesn't actually cast spells, he does have a formulae list that determines what extracts he can create (see page 32). An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so)."
However, the restrictions on Craft Wand preclude an alchemist from making wands. Core Rulebook, pg. 553: "The creator must have prepared the spell to be stored... The act of working on the wand triggers the prepared spell, making it unavailable for casting during each day devoted to the wand's creation. (That is, that spell slot is expended from the caster's currently prepared spells, just as if it had been cast.)" APG, pg. 27: "An extract is "cast" by drinking it, as if imbibing a potion...save that the spell always affects only the drinking alchemist."
2) Can you put an alchemical extract, that is an alchemist only spell, into a non-potion item? For example, could you create a wand of Amplify Elixir?
Yes, but within the restrictions of the appropriate magic item type (probably a wondrous item: either a bottle/potion vial or a worn item that has an "X times per day command word" effect).
3) Can you use UMD to recharge a staff? For example, Sam the Sorceror (lvl 12, UMD +22) is trapped in a pit with a Staff of Life (4 charges), and the dead body of his companion, Cally the Cleric. (If Cally was alive, she could get them out of the pit with a plane shift spell). Can Sam use UMD to fake Heal being on his spells known, and then charge the staff with one of his 6th level spell slots? (Which would give the staff 5 charges, enough to use raise dead on Cally...)
No, Use Magic Device is limited to activating a magic item. Core Rulebook, pg. 109: "Use a Wand, Staff, or Other Spell Trigger Item: Normally, to use a wand you must have the wand's spell on your class list. This use of the skill allows you to use a wand as if you had a particular spell on your class spell list." Recharging a staff is not the same thing.
4) Is there a method of recharging wands (other than the ruins of Kho, Lost Cities of Golarion)?
No, oustide of specific items/locations. However, wands are fairly inexpensive, so creating replacements when you burn through all 50 charges isn't tremendously constraining (IMO).
5) What is the definition of a magic item with charges for the purposes of Arcane Apotheosis (the capstone for the arcane bloodline sorceror)? Does this ability extend to one shot items (eg. Javelins of Lightning, Incense of meditation), items of limited usage (eg. Helm of Brilliance, Ring of Delayed Doom), even to potions/scrolls?
Staves, wands, and any other magic item that specifies "charges" in its description. This does not include one-shot (potions, scrolls, etc.) or many limited use items (which are in effect collections of one-shot items). Ring of forcefangs and ring of the ram both contain charges, while ring of delayed doom, helm of brilliance, and necklace of fireballs do not (each component gem/sphere can only be used once).